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tell some of the levels what u are buiding and goning on j2o

Valco

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Mar 15, 2008, 12:40 PM
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It's not like fixing the problem would be much of a big deal anyway. If he moves the trees a bit to either side we can stop debating over this.
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Mar 15, 2008, 05:34 PM
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Quote:
Originally Posted by n00b View Post
Theres a good quote in the "Art of Open Season" book that I'm going to paraphrase: "Its a lot of work to get these small details in, and to be honest the audience will never notice it. They rarely notice something small when its right. They will immediately notice, however, if its wrong."
I totally agree. While it could be irrelevant in big communities where the average standards of levels are lower, the stated quote is definitely is true for JJ2. My experience from WC3 mapping e.g. is that i spend a huge amount of time on improving details which, when ultimately playing online, noone really notices or even cares (nor would they if they were missing). But in the mapping community, they do notice and they do appreciate all that small work. And well, basically, the JJ2 community is a big levelmaking community because many people, or rather, a high percentage of the community, have a fair amount of experience with levelmaking. And they'll pay attention to such things. So heed n00b's warning!
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Odin

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Mar 15, 2008, 06:06 PM
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Remember: Your job, as a level designer, is to immerse the player in a world you create. As soon as the player notices something out of place, no matter how small it is, the illusion is broken.
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Mar 15, 2008, 06:27 PM
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(first in-game test)
Valco

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Mar 15, 2008, 06:28 PM
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That looks awesome! The tileset's more flexible than I first thought.
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Mar 16, 2008, 06:26 AM
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Currrrves
Unhit

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Mar 16, 2008, 06:37 AM
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real tilesets have curves
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Odin

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Mar 16, 2008, 07:39 AM
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Quote:
Originally Posted by Stijn View Post
Currrrves
I like my tilesets like I like my women









Pixelated and with a simplified color scheme
Nonomu198

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Mar 16, 2008, 01:22 PM
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You know, thats finally a tileset that makes it fell like Jazz and Spazz are rabbits and not (-) huge human rabbits. Imean look how small they are!
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Classical zombie retro extra fur rabbit.

Guys, remember 2010? LOL

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I sure miss non-living in ancient Greece!
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Mar 17, 2008, 10:08 AM
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supernova levels scrapped and started again



new plans: ctf and battle, 6 levels.

this is ctf01 - mire hills
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gg, no re.
cooba

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Mar 17, 2008, 10:11 AM
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Those blocks are too bright to be used in the background.

Speaking of the background, the mountains ring a bell ;|
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Mar 17, 2008, 10:21 AM
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Quote:
Originally Posted by cooba View Post
Those blocks are too bright to be used in the background.

Speaking of the background, the mountains ring a bell ;|
will making the layer speed higher so it'll look like the 'temples' are closer to the sprite layer work?
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cooba

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Mar 17, 2008, 10:29 AM
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They still wouldn't work with the dark cave tiles in front of them
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Mar 17, 2008, 04:02 PM
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Teaser

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Mar 17, 2008, 08:25 PM
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OMG gravel! That tileset is going to be the best ever!
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EvilMike

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Mar 17, 2008, 11:02 PM
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Not just that! Look, there's moss! Gravel and moss! Dot j2t!

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Violet CLM

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Mar 18, 2008, 11:53 AM
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This one looks less blown up and pixelated, hoorah!
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Stijn

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Mar 18, 2008, 12:05 PM
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Well, for this one the "tiles" are actually 32x32, so I just kept them their original size here 8)
Unhit

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Mar 19, 2008, 05:57 PM
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also this one might do as a viking tileset so gg (at least the terrain is ok)
you know what i mean (!)
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Valco

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Mar 20, 2008, 06:12 AM
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That reminds me of when I made Jazz and Spaz from the Top][Secret set.
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Birdie

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Mar 20, 2008, 07:56 AM
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That layout is amazing crimi.
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Mar 20, 2008, 09:20 AM
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Quote:
Originally Posted by Birdie View Post
That layout is amazing crimi.
Thanks. I never pixeled in JCS before so even I got kind of amazed.
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Mar 20, 2008, 10:52 AM
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I like how you emphasized the, obviously low, nipples (!)
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CrimiClown

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Mar 20, 2008, 01:33 PM
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Quote:
Originally Posted by Unhit View Post
I like how you emphasized the, obviously low, nipples (!)
Those are the buttons of his overalls*. D=

Last edited by CrimiClown; Mar 21, 2008 at 04:36 AM. Reason: *Thanks n00b. Couldn't find the word.
n00b

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Mar 20, 2008, 01:38 PM
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... overalls?
Odin

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Mar 20, 2008, 03:56 PM
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Quote:
Originally Posted by Crimiclown™ View Post
luigi
MAMA? MAMA LUIGI?!

AHAHAHAHAHAHAHAHA
Jimbob

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Mar 20, 2008, 05:28 PM
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Smile A Little Update on Emerald Forest :)

Hi y'all. It's me, Jimbob, again. Just letting you guys know that I am making progress (slowly, but surely) on Emerald Forest. I now have the layout complete, and I am adding in some more eyecandy.
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Level 2: Barricade Beach - 110x110
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Valco

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Mar 20, 2008, 05:34 PM
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TILEBUGZ !

Besides that little problem in the background, it's looking quite nice.
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Jimbob

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Mar 20, 2008, 06:47 PM
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Unfortunately there's no way to fix that tilebug in the bright green leaves. D:
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Pack: Legacies
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Level 1: Fairytale Fantasy Land - 140x140
15.4% - ||||||||||
Diamondus Night FP - y_light.xm
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Level 2: Barricade Beach - 110x110
6% - ||||||||||
Beach+ Tropical - tropical_beach.s3m
-
Level 3: Starlight City - 140x140
5.387% - ||||||||||
Big Landscape Evening - aws_anew.xm
-
Level 4: Nightly Nature Walk - 180x180
4.641% - ||||||||||
IC - SluggionP - alc_run.xm
Bboy Type7

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Mar 20, 2008, 08:24 PM
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Quote:
Originally Posted by Crimiclown™ View Post
lookin good. keep up the good work man.
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DarkSonic

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Mar 21, 2008, 04:44 AM
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And I was the one who was watching while he made that. It was really fun.

About the level: it took us longer to make than we expected at first, maybe that's because we put more time into the eye candy than planned. We had some funny ideas (like the TNT in the tree) and I think we both did as much. The idea of starting with a weapon was made up by Crimiclown. We didn't know that the platform lift didn't work in Multiplayer, but we found that out when we first hosted the level. I did most of the eye candy, but Crimiclown helped me a bit with finding the right tiles and such. He also made most of the background and the ammo placement. Anyway, have fun with the level!
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What is Distopia
Jimbob

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Mar 26, 2008, 12:09 PM
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Another update ;-)))

About Emerald Forest: As you can see, here I am at the red base.

(The music is (still) aws_cave.xm.)
As you can also see, I made an evening version of this level as a bonus for people who hate the darkness in the other version:

(The music here has been changed to mikko56.s3m.)
EDIT: Private message me if you want to test the level so far. Eyecandy and ammo placement is not complete, however the layout is complete.
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Pack: Legacies
-
Level 1: Fairytale Fantasy Land - 140x140
15.4% - ||||||||||
Diamondus Night FP - y_light.xm
-
Level 2: Barricade Beach - 110x110
6% - ||||||||||
Beach+ Tropical - tropical_beach.s3m
-
Level 3: Starlight City - 140x140
5.387% - ||||||||||
Big Landscape Evening - aws_anew.xm
-
Level 4: Nightly Nature Walk - 180x180
4.641% - ||||||||||
IC - SluggionP - alc_run.xm

Last edited by Jimbob; Mar 26, 2008 at 12:21 PM.
PurpleJazz

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Mar 26, 2008, 03:45 PM
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Mi Crappi Atemput Att Esspee By Prupeljazz Adged Fre An A Harf



From what logic interprets in this screenshot, Water = Death.
How to get past this part?

WAIT AND SEE

Last edited by PurpleJazz; Mar 27, 2008 at 02:27 AM.
n00b

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Mar 26, 2008, 05:16 PM
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n00bs solution: Watch enemy movement carefully, wait for best time to strike, shoot the friggin' fish.
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Mar 26, 2008, 05:51 PM
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Bouncers.

Unless the fish respawn, then just take the damage and run out of there before you're damaged again. Unless there are INVISIBLE WALLS around it.
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Birdie

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Mar 26, 2008, 06:19 PM
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he can't swim >.>
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Mar 26, 2008, 06:32 PM
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use Rapiers as stepping stones by stomping on them

simple as that

EDIT: although that spike boll may be a problem...
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cooba

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Mar 27, 2008, 07:53 AM
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Quote:
Originally Posted by PurpleJazz
Mi Crappi Atemput Att Esspee By Prupeljazz Adged Fre An A Harf
What's with the awfully pretentional mistyping?

Screenshot looks okay.
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I think that screenshot looks interesting. If there is a good story involved, this is really something to look forward to.

Also, is this just one level or an entire pack?
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